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Delphi:Those born with a predisposition for magic are said to have the affinity. Without instruction, this magic can become "wild" and difficult to control, resulting in its wielders becoming graisha, or rogue elementals, shapers, and healers. When this happens, the magic is said to control the wielder, rather than the other way around. It may respond more readily to its user's wishes, but that does not mean it can be harnessed. In many ways, magic is like water: it will take the easiest course, but the current does not always run where you want it to. And changing a river's path is no simple matter. For this reason, Delphi was formed. Named after the Delphic oracle of Greek earth-lore, this group is dedicated to teaching those with the affinity to control and harness their powers. The group was founded centuries ago, and its original leaders were representatives of each race. However, no single government or faction has a greater authority within the Order, making Delphi "neutral" -- just as the city that eventually sprang up around it.
Delphi is always on the lookout for youngsters with the affinity, and any child displaying such potential (and unaffiliated with another government or faction), is taken to the Delphic Citadel in the center of Haven, where they are strongly encouraged to join the order so that they might be taught to harness and control their powers. To some, this is a great honor. Becoming a part of the Order is a privilege, and the families of those children gain status and favor. Yet their children are all but lost to them. The Citadel will be their home from then on, and visits are rare. Only when a mage has ascended to the rank of an Adept will he or she be allowed to quit the Order, and by that time, most members have known no other life and are reluctant to leave it behind. Except where tested rigorously and found to be no danger to themselves or their surroundings, students of Delphi must be escorted by an Adept of either their own magic or of elemental-aether. Their magic, at this stage, is still unwieldy and difficult to control, and the chance of it getting out of hand and consuming them is great. It is to protect both the children and the citizens of Haven that those young novices are sequestered away. Some families are more willing to take the risk of that magic getting out of control than they are of losing their child, so they might strive to hide any evidence of a mage-gift from Delphic scouts, or Espers. Other times, the children themselves might be unwilling to join the Order, and would rather take their chances on their own. These "rogues" are dangerous, for it is rare that they have the willpower and skill to keep their talent concealed. Often, they become outcast, and must then live in the lowtown areas of Haven, its outskirts, or else leave the city altogether. Some of them find places among the nomadic Sylvans, others join small bands of "rogues" like themselves, and every now and then one might be accepted by one of the other races or factions. But for the most part, the chances of surviving alone are slim, and lone "rogues" are rare. There is always the danger that they become consumed by their gift, and usually only the rigid discipline and training of the Delphic order can prevent that. There are six different factions within Delphi -- one for each type of magic. Each group is identified either by an embroidered symbol or by the color of their ceremonial robes or "kaftans." However, members of the Order may don more casual clothes for day-to-day wear, though even these typically bear their caste's insignia or color in order to identify their wearer as a member of the Delphic Order.
Elementals are identified by the color grey, embellished with multi-colored threads of blue (water), red (fire), green (earth), gold (air), or white (aether), depending on what element they can manipulate. Shapers are members of the Cabeiri sect, who usually wear blue-grey.
And finally, the telepaths of Delphi are called Mystai, or mystics, and their clothing is a deep aquamarine embroidered with a row of interconnecting rings, meant to symbolize the unity of minds. A mage who can wield more than one type of magic, called an arch-magus, has the privilege of wearing black clothing bearing thin, colored stripes around the collar and cuffs of each kind of magic he or she controls, as well as their embroidered symbols. There is one last faction associated with Delphi, but they are spoken of only in whispers, for it is never certain when they might be listening. Formed after the great "Mage War," the Askari keep Delphi in line by whatever means necessary, and no one is certain who their leaders are. Please read the news files on the six different
forms of magic for more information, or else visit
The Delphic Citadel,
designed by Luna@Aether and maintained by Raijin's player.
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